Test C, D6.1:
Either A: equip gacha randomization is WAY overtuned, or B: my luck is truly dogshit. So far in the rest of my life my luck has been pretty good, so I highly doubt B is applying here, in which case: everything from the equip gacha will have anywhere from -5 to +5 in various stats, and it takes several rolls to escape -5 to one stat, 0 everything else, in a game with barely 2 digit base stats. Like, I'm VERY tempted to cheat in billets (rpgm after all) because holy shit i don't want to farm for equipment that is *usable.* 5% defense against an element is NOT a valid sidegrade for -11 agi (or worse, -6 def) when I barely have 20 in either.
I'm not sure if level ups are randomized or not, but they also feel kinda weak, you're fairly likely to only get 1 base stat up (aside from hp/mp/will) on a level up.
Not being able to see weapon stats when you sell is also really really bad, among other UI issues. Tutorials should be integrated into UI after intro instead of spread out among a bunch of different characters that you have to take a good minute to run between.
Money grind is actually not a problem in this build; you can easily farm up a thousand crystals by just chest running. The traps are still somewhat obnoxious, and the game is utterly unplayable without always-sprint on (still slow even then). Really want a "skip combat animations" option too.
Autosave on the current save file is very annoying; I'm really not sure why it isn't either a: autosave only (roguelite method) or b: autosave on single slot (normal rpg method).
Despite all of that, the tactics at least allow for a bit of interesting combat over most rpgm slogs; there's a bit of threat assessment that goes into what you leg sweep first and what you leave for later.
Caveat: I have not played the previous builds (just stumbled upon it when it updated with this version) so I don't have a point of proper comparison to those.
Either A: equip gacha randomization is WAY overtuned, or B: my luck is truly dogshit. So far in the rest of my life my luck has been pretty good, so I highly doubt B is applying here, in which case: everything from the equip gacha will have anywhere from -5 to +5 in various stats, and it takes several rolls to escape -5 to one stat, 0 everything else, in a game with barely 2 digit base stats. Like, I'm VERY tempted to cheat in billets (rpgm after all) because holy shit i don't want to farm for equipment that is *usable.* 5% defense against an element is NOT a valid sidegrade for -11 agi (or worse, -6 def) when I barely have 20 in either.
I'm not sure if level ups are randomized or not, but they also feel kinda weak, you're fairly likely to only get 1 base stat up (aside from hp/mp/will) on a level up.
Not being able to see weapon stats when you sell is also really really bad, among other UI issues. Tutorials should be integrated into UI after intro instead of spread out among a bunch of different characters that you have to take a good minute to run between.
Money grind is actually not a problem in this build; you can easily farm up a thousand crystals by just chest running. The traps are still somewhat obnoxious, and the game is utterly unplayable without always-sprint on (still slow even then). Really want a "skip combat animations" option too.
Autosave on the current save file is very annoying; I'm really not sure why it isn't either a: autosave only (roguelite method) or b: autosave on single slot (normal rpg method).
Despite all of that, the tactics at least allow for a bit of interesting combat over most rpgm slogs; there's a bit of threat assessment that goes into what you leg sweep first and what you leave for later.
Caveat: I have not played the previous builds (just stumbled upon it when it updated with this version) so I don't have a point of proper comparison to those.